Jump to content


Photo

Post your voidships here


  • Please log in to reply
30 replies to this topic

#21 Cavgunner

Cavgunner

    Member

  • Members
  • 78 posts

Posted 20 July 2014 - 04:37 PM

The Defiant class of light cruiser is a relatively recent design that has yet to gain popularity within the various battlefleets of Segmentum Obscuras. This is unfortunate, because the Defiant is a sturdy, well-constructed ship that can bring much-needed fighter support to a task force.

This particular Defiant, the Redeemer, has been designed with an emphasis on survivability.


REDEEMER Defiant-class Light Cruiser

SPEED 6
MANOEUVRABILITY +14
DETECTION +20

TURRET RATING: 3
SHIELDS: Single Void Shield
ARMOUR: 20
HULL INTEGRITY: 60

SPACE AVAILABLE: 63
SPACE REMAINING: 1
POWER AVAILABLE: 59
POWER USED: 59

Weapon Capacity: Prow, Port, Starboard
Crew Disposition: Fanatical
Crew Max 100%
Crew Quality Competent (30)
Morale Max 102% (Current) 100%
Attack Craft Rating +2

Ship Points: 77

Skill Test Modifiers: Intimidate (Social) +10 w/Active Hymn-Casters, Extended Repairs +10, Restore HI Acq Test +10, Command (Attack Craft) +5

Achievement Bonuses: Trade +85, Crime +50, Exploration +50

Essential Components:
Jovian Pattern Class 8.1 Drive (Light Cruiser) (Ignore Damaged, Depressurized & Critical Results 4+ on d10 roll), Strelov 2 Warp Engine (CL,C) , Gellar Field, Emergency Field (Roll 1d10, on 3+ Geller Field Activates if vessel is drawn into the Warp), Flight Command Bridge (CL,C,CB,CG; Tests to ready new squadrons automatically pass) , Vitae Pattern Life Sustainer , M-201b Auger Array, Voidsmans Quarters

Supplemental Components:
Cargo Hold & Lighter Bay, Augmented Retro Thrusters, Extended Supply Vaults (Extended Repairs add 1 additional HI point), Observation Dome, Broad-Band Hymn-Casters (Enemy must make Diff. -10 Tech-Use Test for Vox/Comms) (External, 30VU), Manufactorum, Pilot's Chamber, Small Craft Repair Deck, Defensive Countermeasures (1 Use; Lasts 1d5+1 ST; -20 BS to attack ship, -30 for Torpedoes), Flak Turrets (-10 Detection Penalty when in use), Fire Suppression System (1 User per ST; Difficult -10 tech-Use Test to extinguish 1 component on Fire),

Complications:
Select as desired.

Weapons
Sunsear Laser Battery [Strength: 4, Damage:1d10+2, Crit Rating: 4, Range: 9] Location:PROW
Jovian Pattern Escort Bay [Strength: 1, Damage:x+x, Crit Rating: --, Range: ] Location:PORT
Jovian Pattern Escort Bay [Strength: 1, Damage:x+x, Crit Rating: --, Range: ] Location:STARBOARD

#22 Egyptoid

Egyptoid

    Member

  • Members
  • 175 posts

Posted 02 September 2014 - 09:22 AM

WINDSOR DYNASTY

 

the first list is from my recent game, where an ~ancient~ warrant really got the ball rolling.

 

DaHELMAWR CONCERN

 

the second list is from an older game, where a crappy warrant led things along slowly.


  • Tenebrae likes this

#23 Quicksilver

Quicksilver

    Member

  • Members
  • 1,360 posts

Posted 02 September 2014 - 04:13 PM

A Sword used on a PbP game:

 

Although her keel was originally laid for the Tolirian crusade, brilliant maneuvering and a series of crushing victories promised to bring the crusade to an early end and eliminate the immediate need for additional battle fleet escorts. The sudden victories, however, had left the Ecclesiarchy with dozens if not hundreds of worlds left to convert and insure compliance with the Imperial Creed. To that end the ministorum paid for the completion of the new vessel, changing her purpose from combat to missionary work, a task which saw the living and working quarters built up in the great gothic cathedral designs befitting her new owners.

Plying space lanes recently scoured and often patrolled by the Imperial Navy, the Manifest Destany’s goal was faith, not firepower. And in that goal she had a long and successful career, boldly heading to new and strange worlds to bring the light of the Emperor. After a century and a half, however, the sector was considered secured, and the ship’s missionary work turned to simple diocese tours for the local cardinal. Over time her machine spirit grew sluggish and blind to this routine work, and after a near disastrous collision with an asteroid, she was retired in favor of other craft.

The Rasputin family saved her from this retirement, and found her a more than willing participant in adventurous life of a Rogue Trader. Finding themselves in more dangerous straits then the old priesthood, her original macrobatteries were stripped and replaced with a bank of powerful, if volatile, plasma cannons. Other than these new weapons, however, much of the rest of her structure was kept as the Ecclesiarchy had ordered it. 

During his accumulation of power, Victor Rasputin took the Manifest Destany and made it the anchor of his dynasty’s power as he started a long and winding tour through the halo stars. Although some of her former elegance and material trappings are gone, she remains a powerful and dramatic beacon of the God-Emperor at the far end of His sight.

 

Speed 8, Maneuverability +20, Detection +30*
Armor 18, Hull 35, Turret 2, Repulse Void Shield
Power 44/45, Space 40/40, Morale 108%, Crew 100%
Machine Sprit: Adventurous, Past: Emissary of the Imperator.

Components:
Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field, Exploration Bridge, Vitae Pattern Life Sustainer, X-470 Ultimo Array (Vessel is Easier to Hit, +5 Enemy BS Tests), Voidsman’s Quarters, Compartmentalized Cargo Hold, Temple Shrine to the God Emperor, Librarium Vault, Vaulted Ceilings (Common Quality), Ryza Pattern Plasma Battery [Strength: 4, Damage:1d10+4, Crit Rating: 4, Range: 5]


90% of the time I'm posting without access to rulebooks.  Unless I say otherwise, assume everything is I.I.R.C.


#24 Chaplain

Chaplain

    Member

  • Members
  • 358 posts

Posted 06 September 2014 - 06:17 PM

Imperial Navy Cobra-class destroyer captains have a well-deserved reputation of reckless daredevils, and in combat squadrons of those tiny yet hard-biting ships fill the void with torpedo salvos capable of destroying a capital ship and retreat at impressive speed before the foe has any chance to react.

 

Being one of the "cheapest" (if any ship could be called that) vessels currently produced by mankind, Cobra-class is quite popular among Rogue Traders as well - some like her combination of robust design and good performance, others prefer to remove torpedo tubes making space for cargo bays waiting to be filled with treasures of the Expance, but commander of U-99, decommissioned Imperial Navy Cobra, is neither beggar nor xeno-graverobber - he is a privateer, a lone, silent hunter, master of an extremely unorthodox tactic of void ambush. U-99 has left navy service and came into Rogue trader hands a century ago, and since that time few victims ever managed to detect their would-be killer before a point-blank launch of vortex, melta or virus torpedoes was made, and none of those who was in crosshairs of U-99's periscope survived the encounter.

 

Cobra-class destroyer

 

Adventurous

Wolf in Sheep's Clothing

 

Speed 10

Manoeuvrability +40

Detection 10

Turret Rating 1

Armor 15

Hull Integrity 30

 

Space total/used 35/35

Power total/used 40/40

 

SP 42

 

Essential components:

 

Cypra-Pattern Class 2 Drive - Grants +15 to Silent Running, and imposes -15 to Detecting it.

Markov 1 Warp Engine

Gellar Field

Single Void Shield Array

Command Bridge 

M-1.r Life Sustainer 

Pressed-Crew Quarters 

W-240 Passive Detection Arrays - When on Silent Running, this vessel may perform any Detection action without penalty.

 

Weapons:

 

Prow Gryphonne-Pattern Torpedo Tubes

 

Supplemental components:

 

Empyrean Mantle - Difficulty of detection is increased by 2 steps if this ship performs Silent Running. 

2xAugmented Retro-Thrusters


I am the man who arranges the blocks

#25 Crow Eye

Crow Eye

    Member

  • Members
  • 82 posts

Posted 08 September 2014 - 04:55 AM

I have a vast plethora of unique ships I've created, though as I have at least one player who frequents the Rogue Trader boards, I will only post the ones the party has either captured or destroyed.
 
All my ships are typed out in a different document format then what I see being posted here (with two docs, one including all the statistical data, and another including all the component information), so I will try to do my best to adapt them for forum-friendly posting (which will likely involve cutting away a lot of the individual space, power, and weapon damage numbers for the simple 'as a whole' information). Naturally, I won't include in depth descriptions of all the components, as I'm going to assume most people interested are going to have the requisite books to know their additional details.
 
 
 
Here is one of my first ones, a former pirate ship captured by the crew in a prisoner-break that escalated into a mutiny. The ship is a Meritek ship, and most of her crew is still Meritek, having been liberated by the crew from the pirates who oppressed them in their own ship and home.
 
 
 
 
 
 
The Black Razor
 
 
Meritech Shrike-Class Raider
Hull: Raider
Dimensions: 2 km long, 0.25km abeam at fins approx.
Mass: 4.5 megatonnes approx.
Crew: 15,000 crew, approx.
Accel: 5.9 gravities max sustainable acceleration.
 
Speed: 12
Manoeuvrability: +30
Detection: +20 
Hull Integrity: 30
Armour: 16 
Turret Rating: 2
Void Shield: 1
Space: 35 (-35)
 
 
Weapon Capacity: Dorsal 1, Prow 1
 
Advanced Cogitator Linkage: Shrikes include kilometres of sophisticated linkage cabling, which at one time allowed a highly advanced core cogitator to exercise extreme control over the systems. Although the heretical cogitator is long removed, the linkage remains. This vessels gains a +5 bonus to all Ballistic Skill Tests to fire the ship’s weaponry.
 
Crew Rating: 42
Ballistic Rating: 52   (Advanced Cogitator Linkage + Command Bridge)
 
 
 
Grapple Cannons  (Best) (dorsal)   (Simplified: can board with a successful ballistics test in the same square without ramming)
 
Pyros Melta-Cannons (prow)   Strength: 3  Damage: 1d10+4     Crit: 4    Range: 4  (Cause Fire! Criticals)
 
 
 
 
Segrazian “Viperdrive” Pirate Engine (Best)  +46 (-30) 
Miloslav G-616.b Warp Engine (Good)
Belecane-pattern 90.r Gellar Field
Repulsor Shields
Command Bridge
Mark. I.r Life Sustainer
Clan-Kin Quarters
W–240 Passive Detection Arrays 
Witch-Augur (A)     (Simplified: Augur that can peer into the near Warp to see ships travelling & know when/where they'll exit)
 
Inbuilt Stowage Bays   (Endevours allowed, but no bonus)
 
Resolution Arena (Good)
 
 
Quirks of the Ship
 
Reaver of the Unveholden Reaches.
Cost: 2 Ship Points. Transports, raiders, and frigates may take this.
Self-reliant: Ships of the reaver clans seldom have dockyards they can flee to when they are damaged. Therefore, they must fend for themselves, and the vessels are equipped to do just that. When this vessel affects long-term repairs, they may repair 1d10+5 points of Hull Integrity instead of 1d5.
Strike and Fade: The reaver clans have long practised the art of stealth attacks, a must for a successful buccaneer. Their ships have been modified for the task, with masked drive tubes and baffles to diffuse their signature. All Silent Running manoeuvres the ship performs gain a +10 bonus.
Pirate Vessel: Ships of the reaver clans are known—and feared—throughout the Expanse. Anyone from the vessel suffers a -10 to all Social Interaction Tests, provided the targets know what vessel they hail from.*
 
Turbulent Past: Over the years this ship has been used to perform deeds dastadly to some and heroic to others. All ship's crew suffer a -20 to social Skill Tests when interacting with the Imperial Navy, Rogue Traders, and Chaos Reavers, provided the targets know what vessel they hail from. On the adverse, all ship's crew gain +20 to social Skills when interacting with Pirates, Meriteks, and Void Scavengers, provided these targets also know what vessel they hail from.*
 
*Up to the GM where to apply 
 
 
 
Custom Rule: Meritek crews do not take morale penalties for extended periods in the void. As all Meriteks are descended from a culture of ship-borne void-nomads and scavengers who typically are born, live, and die on their ships, they don't feel the same necessity to make port stops to relax and unwind like typical Imperial crews do (given their history with the Imperium, they may actually be against doing so). They continue to take morale penalties from other causes as per normal however.
 
Naturally, mixing Meritek and non-Meritek crews will circumvent this rule, though to what degree is up to the GM and the percentage of each on board a single ship.
 
Per my game, Meriteks typically prefer keeping their ships crewed by their own people, and will often fill vacancies with the excess from other Meritek ships they encounter should they run across any that survived the Meritek Wars operating in the Koronus Expanse. This means keeping Meritek crews fully populated can be tricky if one doesn't know where to find others, but often acquisition free if the players are in good standing with them, as the youth of one ship are often eager to join another ship, as befitting a ship-born culture that must keep genetic diversity in mind.

Edited by Crow Eye, 08 September 2014 - 05:33 AM.


#26 Blood Pact

Blood Pact

    Member

  • Members
  • 890 posts

Posted 26 September 2014 - 08:57 PM

Currently my Rogue Trader is on his 4th ship, having lost 3 previously (one was backstory).

 

The Pride of the Blood

 

The first ship of the De'Canth family (I stole the last name from the 'official' list of RT's, cause I liked it), the Pride of the Blood was awarded to the first Lord High Trader. Their Warrant of Trade signed by the first Council of High Lords, charging them with cruising the breadth and depth of the Segmentum Obscurus, establishing Imperial rule on those worlds that lost contact during the Heresy or had never known contact with the Imperium to begin with, and rooting out and destroying any and all traitors encountered during said journeys.

 

The humble sprint-trader acquitted itself well under the reigns of its master, gaining a reputation for doggedly pursuing rebels and profit alike, such that the De'Canth family sits astride the Segmentum, with scions holding office in numerous courts and Adepta, or even holding Governorship of their own worlds, as far flung as the family may be.

 

The Pride of the Blood was since stolen and consumed by a Daemon, broken down for spare parts so that its mass could be combined with that of another ship, and reformed in to something more terrible. Its Captain and heir apparent of the family Warrant has sworn revenge.

 

 

Orion-Class Transport

Speed 10 (12 in Combat)

Maneuverability +23 (+35 in Combat)

Detection +5 (+10 in Combat)

 

Turret Rating 1

Shield 1

Armour 12

Hull Integrity 35

 

Lathe Pattern 2a Plasma Drives

Strelov 1 Warp Engine

Vitae Pattern Life Sustainer

Warpsbane Hull

Repulsor Shield

Combat Bridge

Voidsmen Quarters

Main Cargo Hold

Mark-100 Augur Array

Xeno Habitats

 

Complications/Past History : Wrothful, Turbulent

 

Dorsal : Sunsear Laser Battery

Keel : Mars Pattern Macrocannons



#27 venkelos

venkelos

    Member

  • Members
  • 1,533 posts

Posted 01 October 2014 - 12:37 PM

Well, you might've heard me babble about my womanizing would-be pirate captain, the flirtatious Lord-Captain Aedan Qel-Drake (stats in the works), and/or his beloved ship, the Exalted Wyrm, so I will finally take the opportunity to present the stats for the latter, at least, and see if I done good. Some of the choices, I confess, I might've made more for personal choices ("his" or mine), or more plot reasons, rather than "best options", but I still like it, overall. Still, even a cruiser can make me feel sad when I realize the slight illusion of space and power, after you stick in some guns, the engine, and the warp manifold, and see half the space go "poof!" I didn't get every little bell and whistle I wanted (Fire Supp, Salvage, Aux Plasma (one point shy for that) for instance), but it still makes me happy, and I think it could certainly hold its own, socially and in a fight. Here we go. Let's hope formatting sticks:

 

Exalted Wyrm – Flagship of the Qel-Drake Dynasty

 

Hull: Cruiser

Class: Tyrant-Class Cruiser

Dimensions: 5 km long, 0.8km abeam at fins

Mass: 27.2 megatons

Crew: 90,000 crew, approx.

Accel: 2.4 gravities max sustainable acceleration.

See Into the Storm, p.152 for a detailed description.

Speed: 5                                Maneuverability: +12                                                       Detection: +10

Void Shields: 2                    Armor: 20                                                                            Hull Integrity: 73

Morale: 103                         Crew Population: 100                                                       Crew: Veteran (50)

Turret Rating: 2                  Weapon Capacity: Port 2, Starboard 2, Prow 1

Space: 76/77                       Power: 85/85

 

Speed: 5

Maneuverability: +10

Detection: +10

Hull Integrity: 70

Armor: 20

Turret Rating: 2

Space: 77

SP: 61

Weapon Capacity: Port 2, Starboard 2, Prow 1

The Exalted Wyrm is the prize of her Captain, and a mighty vessel. Originally acquired from the Imperial Navy by his father, Antoss Qel-Drake, at the beginning of his own tenure a Warrant-holder, this cruiser has served two generations of the Qel-Drake line admirably.

                Those thinking of clashing with the Exalted Wyrm will find that any bravado displayed by her braggart master is not without at least some justification. Most of the ship’s weapons systems are designed for long-range battle, limiting how much the enemy can easily counterattack. Some enemies are riddled with melta torpedoes long before they are even aware of their enemy, should they deserve his ire, and feel the burn of plasma batteries as they attempt to close, but before they are, themselves, in range to fire. Finally, those who approach with in their own typical weapons range will find that the shortest-range weapons the Wyrm carries are her armor-piercing lances, which will finish off most things in short order. She is also rather durable, as a cruiser, of course, able to absorb considerable punishment, and with a crew prepared to absorb just as much, in the name of their Captain, and all he gives them. As for the crew, Aedan searches high and low for those with both a pretty face and useful skills. Those who have come aboard have either demonstrated some useful skill, or been happy enough to be given the opportunity to learn from those already there, leaving Qel-Drake with a top-notch crew for his beloved ship.

                Not one to like to go home frequently, Aedan has had his vessel stocked for long voyages. Most of his crew can find all the niceties of home, and both they and their conveyance can patch up most problems, food or injury, in short order. This allows Qel-Drake much more freedom to search for more ladies, and attend all the great parties the high of the Calixis Sector are known for throwing, as well as searching ruins for plunder, or markets for profit.

 

Essential Components (examples start on p. 63)

Jovian-pattern “Warcruiser” Drive, Sterlov 2 Warp Engine, Warpsbane Hull, Repulsor Shield Array, Ship Master’s Bridge, Ancient Life Sustainer, Clan-Kin Quarters, W-240 Passive Detection Arrays

Supplemental Components

Port and Starboard Hecutor Plasma Batteries, Port and Starboard Titanforge Lances, Prow Mars-pattern Torpedo Tubes, Augmented Retro-Thrusters, Astropathic Choir Chambers, Cargo Hold and Lighter Bay, Extended Supply Vaults, Manufactorum, Medicae Deck, Reinforced Interior Bulkheads, Sensorium, Teleportarium, Warp Gate Map, Xenos Librarium

Armaments and Ordnance

Hecutor-pattern Plasma Batteries (port and starboard): (Str 3; Dam 1d10+2; Crit 4; Range 11)

Titanforge Lances (port and starboard): (Str 1; Dam 1d10+4; Crit 3; Range 6)

Mars-pattern Torpedo Tubes (Prow) ([Melta Torpedoes] Str 6; Dam 2d10+15; Crit 9+; Range 60)

Upgrades

Ostentatious Display of Wealth, Best-quality Starchart Collection, Vaulted Ceilings

Complications

Vessel of the Fleet Ship Background Package

Special Rules and Modifier Summary
  • Aedan endeavors to make his ship a place people want to be, and want to stay, and they repay him by doing so, and by protecting his ship, their home, with all that they have. Increase morale by +8, and decrease all instances of Morale loss outside of combat by 1, to a minimum of 1. Crew loss is also reduced by 1, to a minimum of 1. Charm and Commerce tests aboard the Wyrm get +20. Medicae tests get +20. +10 to other Social skills.
  • Aedan’s ship is stocked to be able to remain in void for long passages. All Tech-Use tests to repair the ship gain +10, and the ship carries food and supplies for such excursions. Still, when repairs are needed in port, add +10 to the Acquisition tests to supply them. It is also very durable, and can shrug off even the most debilitating injuries, at times.
  • All Piloting and  Navigation tests get +5. Navigation (Warp) tests get +10, instead. Aedan’s Navigators are especially good at avoiding the worst that the Warp has to offer.
  • Though often seen as a silly man, Aedan’s crew knows who their captain is. Command tests get +15, +20, instead, vs. Boarding Actions and Hit and Run attacks.
  • Get +10 Ballistic Skill for firing ship weapons.
  • Aedan has problems with the Imperial Navy, but there are those who remember his father, and when he acquired the Exalted Wyrm. This offsets Aedan’s penalties with the Navy, sometimes.
  • One source of dislike some people can find in Aedan is his interest in xenos races, specifically the Eldar. He has numerous tomes about them, and even some scraps of their refuse from ruins, and charts of their heathen warp gates. Gain +10 Forbidden Lore tests when feasible. This ship can traverse warp gate networks with some degree of safety.

So, there she is, the cheesy jewel of the Qel-Drake Dynasty. She's a bit much, and took two sepearate Rogue traders to get to this point, but she's nice, in my eyes, and I hope you can agree.



#28 Egyptoid

Egyptoid

    Member

  • Members
  • 175 posts

Posted 18 February 2015 - 11:05 AM

here's some random craft if you're bored:

 

STARSHIPS

 



#29 Melas

Melas

    Member

  • Members
  • 15 posts

Posted 19 February 2015 - 04:37 AM

This is the Wrath of Carban.

Chalice Battle-cruiser.

 

[PDF]  http://1drv.ms/1AW5wHz

 

This is our second vessel in a 3.5 year campaign that we will be wrapping up over the next few months while we write in a generation ad halfs gap with of fluff before starting over with new characters.

 

The previous vessel was a might Dauntless outfitted for much kickass and exploration. Some of the components were ported over to the new Chalice.


  • Egyptoid likes this

#30 j31c3n

j31c3n

    Member

  • Members
  • 2 posts

Posted 20 February 2015 - 07:12 PM

My gaming group is firing up Rogue Trader for the first time.  This is our starting vessel, made with 50 SP.  It's designed to try and shore up our party's weaknesses - we don't have anyone playing the Rogue Trader or Voidmaster classes (yet, our fourth player is starting late), so there's no one to pilot or make difficult Command checks.  A lot of the more unorthodox choices are for fluff purposes (arboretum, observation dome, exploration bridge, etc).

 

Meritech Shrike-class Raider

  • Speed: 10 VU
  • Morale: 99 max
  • Crew Population: 102 max
  • Crew Rating: 30 (Competent)
  • Detection: +35 (+40 using Active Augury)
  • Maneuvering: +30
  • Armour: 16
  • Turret Rating: 2 (-20 to enemy Pilot tests to Hit and Run. +20 Command test to Boarding actions)
  • Hull Integrity: 30
  • Advanced Cogitator Linkage: +5 bonus to all Ballistic Skill Tests to fire the ship’s weaponry.

Crew Hierarchy

  • Navigator, First Officer: Treat Command as a trained basic skill when dealing with the crew. If the First Officer has the Command Skill, she receives a +5 on all Command tests made aboard ship.
  • Explorator, Enginseer Prime: +10 Bonus to the Emergency Repairs extended action.
  • Astropath, Master of the Vox: +20 Bonus to the Jam Communications extended action.

Weaponry

  • Prow-mounted Gryphonne-pattern torpedo tubes (good) with melta warheads
  • Dorsal-mounted Shard Cannon macrobattery (good)

Machine Spirit Oddity

  • -1 Armour. +5 Detection. The ship may find itself in fights the crew would have preferred to avoid.

Past History

  • 1 Xenotech Component must be selected. -30 Tech-Use Test to repair, or -10 if repairer has Forbidden Lore (Xenos). The Ordo Xenos have an interest in this vessel.

Essential Components

  • Jovian Pattern Class 2 Plasma Drive: The STC standard for escort-class warships.
  • Strelov 1 Warp Engine: Allows the vessel to enter and remain in the immaterium.
  • Warpsbane Hull: +10 bonus to Navigation (Warp). Warp Encounters are rolled twice, the Navigator chooses one.
  • Repulsor Shield: Nullify one hit. Does not apply to boarding craft or torpedoes. No penalties to Manoeuvre Actions when travelling through celestial phenomena consisting primarily of small particles (dust clouds, nebulae, ice rings, etc).
  • Exploration Bridge: +5 to Detection when using Active Augery. +50 Exploration Achievement Points.
  • Vitae Pattern Life Sustainer (good): STC standard for life support systems. -1 space requirement.
  • Pressed-Crew Quarters: Decrease Morale permanently by 2.
  • Deep Void Augur Array: +10 to Detection. External, only destroyed or damaged by Critical Hit.

Supplemental Components

  • Arboretum: Double the time a ship may remain at void without suffering Crew Population or Morale Loss. +2 Crew Population.
  • Augmented Retrothrusters: +5 Manoeuverability. External, only destroyed or damaged by Critical Hit.
  • Astropathic Choir Chambers: +10 to Focus Power tests made by an Astropath performing Astrotelepathy in this component, and +5 VU to the range of all Astropath powers used during Space Combat.
  • Empyrean Mantle: All tests to detect this vessel have their Difficulty increased by two degrees while travelling on Silent Running. External, only destroyed or damaged by Critical Hit. +50 Criminal Achievement Points.
  • Observation Dome: +1 Morale. +50 Exploration Achievement Points.

Edited by j31c3n, 20 February 2015 - 07:14 PM.


#31 Spatulaodoom

Spatulaodoom

    Member

  • Members
  • 204 posts

Posted 10 April 2015 - 12:36 AM

So on a whim I said to myself "Hey self, why don't you post your void ships. People might be able to get some use out of them."
Then I looked at the stack of void ships I've doodled together over the last few years and realized it was like 30 goddamn ships, and that's after I've apparently thrown out some of them since there's a few from the stack I let my players choose from when I started the campaign that I can't find.
 
I guess I'll do a few of them at least.
 
So here's Hardak Fel's current ship in my expanse (his original having been shot out from underneath him by Lord Admiral Bastille). It's pretty much a pure warship, a generalist who will deal out some pretty nasty lance hits with a strength 2 lance. The specialization is OK since Fel's also got a cheap (30sp) Q-ship. I give most ships some sort of non-standard bonus, maybe a Ship Upgrade, maybe some equipment or NPC, maybe something not really in the books. In this case due to the death cult Fel has access to a particularly skilled assassin as well as a poisoner.
 
O'Fortuna - 55sp Firestorm Frigate
Machine Spirit Oddity: Wrothfull    Past History: Death Cult
Speed: combat 9, non-combat 7

Manoeuvrability: Combat 30, non-combat 23

Detection: combat 20, non-combat 15

Turret Rating:

Shields: 1

Armour: 18

Hull integrity: 38

Crew%: 94 Morale:102

Unused space: 1 Unused Power: 3

 

Essential Components: Lateh 2B Escort Drive, Strelov 1 Warp Engine, Warpsbane Hull, Singe Void Shield, Command Bridge, M.1 Life Sustainer, Voidsmen's Quarters, M-201.B Auger array

Supplemental Components: Mars Macro Cannon, Best Quality Titan Forge Lance (+1 strength, +1 Damage), Arbouretum, Broadband Hymn Casters, Murder Servitors

 

Summed Bonuses: Reduce Morale loss by 1

2x time at-sea before requiring resupply

+20 to hit and run

On a successful hit and run select critical from 1-6

+10 warp navigation rolls

Roll 2x for warp travel encounters and pick one.

+10 intimidate

Jam within 30VU with a successful -10 tech use

+5 Captains command

+5 ballistics to shoot ship's weapons

 

 

And the ship that makes Fel money. It's got an excellent pilot/captain (pilot 65), so it will succeed at silent running more often than not despite the poor manoeuvreability, and it's got a surprise in store for anyone that gets close when they find out it's macro cannons are a lot more powerful than expected. Mostly though it's there for those achievement points.

The Continuum – 30SP Loki Q-ship

Machine Spirit Oddity: Adventurous Past History: Wolf in Sheep's clothing
Speed: 4

Manoeuvrability: -5

Detection: During endeavour (20) no current endeavour (0)

Turret Rating: 1

Shields: 1

Armour: 13

Hull integrity: 40

Crew%: 100 Morale: 101

Unused space: 6 Unused Power: 0
 

Essential Components: Lathe Pattern Class 1 plasma drive, Strelov 1 warp engine, Gellar field, Single void shield, Smuggling bridge, M-1.r Life Sustainers, Clan Kin Quarters, W-240 Passive Detection array

Supplemental Components: Good Quality Mezoa Macro Cannon (+1 damage, Dorsal), Mezoa Macro Cannon (prow), Main Cargo Hold, Empyrian Mantle, Observation Dome, Trophy Room

 

Summed Bonuses:

3 components (Mezoa macro cannon x2, Empyrian Mantle) scan as (Thunderstrike Macrocannon x2, Augmented Retro-thrusters)

Can active/focused scan while in silent running.

When silent running tests to detect increase 2 degrees

+ 175 trade achievement pts, +150 Criminal achievement pts, +100 exploration achievement pts

+5 to resist hit and run/boarding